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Titlebook: Gamification Mindset; Ole Goethe Book 2019 Springer Nature Switzerland AG 2019 gamification.game design.interaction design.user interface.

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發(fā)表于 2025-3-21 18:06:43 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Gamification Mindset
編輯Ole Goethe
視頻videohttp://file.papertrans.cn/381/380581/380581.mp4
概述Provides a methodical gamification guide.Describes how video game aesthetics apply to gamification.Contains techniques and examples from a range of sectors including business and education
叢書名稱Human–Computer Interaction Series
圖書封面Titlebook: Gamification Mindset;  Ole Goethe Book 2019 Springer Nature Switzerland AG 2019 gamification.game design.interaction design.user interface.
描述.This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems...The concept of gamification. .achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. .Gamification Mindset. explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations.?..Gamification Mindset .aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theore
出版日期Book 2019
關鍵詞gamification; game design; interaction design; user interface; user experience
版次1
doihttps://doi.org/10.1007/978-3-030-11078-9
isbn_ebook978-3-030-11078-9Series ISSN 1571-5035 Series E-ISSN 2524-4477
issn_series 1571-5035
copyrightSpringer Nature Switzerland AG 2019
The information of publication is updating

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沙發(fā)
發(fā)表于 2025-3-21 23:47:39 | 只看該作者
板凳
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地板
發(fā)表于 2025-3-22 06:20:50 | 只看該作者
Games Are Learning Systems,same. Serious games, specifically, and gamification both try to solve a problem, promote, and motivate learning by using game-based techniques and thinking. This is true but there are certain differences and subtleties that designers must know before going forward with gamified or game-based learnin
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發(fā)表于 2025-3-22 12:36:09 | 只看該作者
Learning Experiences in Real Life, involved or engaged in experiential learning, they learn to solve the kinds of complex, tricky problems that not always have the clear answers, just like life. This chapter discusses the ways to optimize the learning experience through the use of technologies, making lesson planning to be inspired
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發(fā)表于 2025-3-22 16:20:28 | 只看該作者
Gamified Learning Experiences,onal approach, integrating game elements in a learning environment. The purpose of gamified learning experiences is to maximize learning with enjoyment and engagement, capturing the interest of the learners to help them learn more. Hence, gamification, the process of defining the game elements that
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發(fā)表于 2025-3-22 20:54:38 | 只看該作者
Game Design Principles Usable in Gamification,etics to develop a game for either educational, entertainment, experimental, or exercise purposes. Game design bears significance to develop rules, challenges, and goals applicable to various kinds of gamification settings. We will discuss game design as a concept, game as a tree, dynamics, game the
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發(fā)表于 2025-3-22 22:36:02 | 只看該作者
Visual Aesthetics in Games and Gamification,ation form that results in active user engagement and participation through the visual aesthetics and the game-like experiences it accommodates. While current interactive designs expand a number of digital technologies genres, the use of gamification excels the process of taking audience as the subj
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發(fā)表于 2025-3-23 01:23:46 | 只看該作者
Timings in Games and Gamification,d taken in a fraction of a second. Time constraints are also an essential component of game and gamification development. Timings in games and gamification projects stimulate creative thinking, best shots on timings, smart decision-making, and quick outcomes. This chapter discusses the timings in ga
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發(fā)表于 2025-3-23 06:47:58 | 只看該作者
Immersion in Games and Gamification,sion is often termed as presence in the gaming world, which is of various kinds in terms of how media is perceived. The spatial presence or immersion is closest to what game designers think of as immersion. The immersion in game design is that a game creates a spatial presence when the player starts
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